Give us a bit of background on Kaos Studios…
Halper: Kaos Studios was started in late 2005 by the core members of Trauma Studios. We’re most known for our work on Desert Combat, as well as Battlefield 2. We were DICE New York, and then we became Kaos.
What was your actual involvement on BF2, as Trauma Studios?
Halper: Mostly we did the R&D. Desert Combat was pretty successful and DICE wanted us to develop some of the features on BF2 and prototype them. They had a new engine which looked great, and while they worked on that we created things like the Commander system, the artillery strikes, the squad systems and the VoIP. It worked out pretty well, and as a result we were acquired and became DICE New York. At the same time, EA started buying DICE, and that was business, that’s fine. However, they wanted us to move to Stockholm, and we had a really good team, so we decided to stay in New York and started communicating with THQ. And they said, “Great, let’s go.”
So what’s Frontlines all about?
Halper: We wanted to create a fast-paced, modern military experience - like Desert Combat - but instead of present-day weapons and situations, looking at what might be coming. The game is set 20 years in the future, and it’s based on a what-if question, which is “what if our global energy supply runs out sooner rather than later?” And the answer, basically, is global depression and chaos, and our fiction results from that worst-case scenario. It draws from current events, and creates a gritty future with a real-world feel to it. Which was the same thing we tried to do with Desert Combat and the liberation of Kuwait.